+Status report+Chapter strength: 685 brothersChapter realm: Varda, Tombstone, FolkvangrChapter wealth: 123 Wealth+++Inquisitor Gregor Eisenhorn managed to convince you that the threat posed by renegade Quixos is so great, that no cost is too great in order to stop him. However the only lead to the mysterious heretic is Grey Knight Deiron, who is currently being held on Inquisitorial prison moon of Nobis. And you are about to break in to free him...+++Thought for the day: Desperation is the mother of heroes and heretics.

Eisenhorn's ship is a beauty. It's a light, heavily customised and stealthy Corvette with a powerful warp drive. It probably was quite hard even for an Inquisitor to get his hands on something like that. Seeing at how fast you are approaching Nobis and the skill of the pilot, you have no doubt, that he will be able to extract you quickly and with stealth after the mission is finished. But for the extraction to take place, you must first ensure that nothing goes wrong during the mission. You turn from the cogitators to look at your team - Void Squad. These brothers were unlike any other other marines in your Chapter, they were Ghosts by mind, but their blood and gene-seed was born out of ancient samples of Iron Warrior genome that you have found decades ago floating in the orbit of their destroyed homeworld. But they were chosen to accompany you for this exact reason - if they would be captured or die during the mission, there will be no trace to the Ghosts of Retribution. They are your secret weapon, dark shadows that are complete secret even to the rest of the Chapter. They are perfect for this mission - their expertise in close quarters fighting and stealth will prove useful in the tunnels of Nobis. Strong and hawk-like Sergeant Argos, their leader, looks at you and smiles:>We are ready, milord. Weapons, armour and explosives are packed in the "evidence" container, our stasis "prisons" are charged up and we have memorised those few maps that Eisenhorn managed to dig up. Here's the list of my brothers and their weaponry...

=Operation Unseen Blade=Void Squad hugged each other and made jokes before going for the stasis pods, after all they understood that if something goes wrong they might never wake up from this sleep. But despite their deep brotherly ties, only Argos approaches you.>It's an honour that you chose us, sir. We will make you proud.As he descends into his pod, you realise that it might have been a good chance to have interacted more with the Void Squad. After all they have been subjected to a lot more hardships than common Ghosts and they don't even have the right to openly display their colours. And now they will die for the Chapter that they have never really been a part of. Eisenhorn comes to close your pod personally.>If I would believe in luck, Astartes, I would wish it to you. But as it happens I do not, so I just added something from myself to the weapons stash, it might save your life. Now please listen, it's important. Once you have passed the scanners, your pods will be transferred into a temporary holding area. My servant will detonate series of explosives in a nearby Ordo Xenos laboratory wing, releasing some Orks that are being held there for experiments. This should create enough of a distraction to summon all rapid response teams to that location. I will remotely deactivate your stasis pods. You will be unarmed and guarded, but I trust that you should be able to take care of a few humans without much problems even unarmed. You must leave no witnesses alive and you must smash stasis pods as if they were destroyed from outside. Unless something goes very worng, you should remain undetected. Proceed to block EVD-11, it should be about 0.5km away, so better arm yourselves with looted weapons in case of resistence.

He continues:>If for some reason that option wouldn't be available, you secondary armament point would be ARM-78, it's the guards armoury, but it will be under a lot heavier protection. Expect humans, combat servitors, power-armoured riot control teams. They will be using live ammo, naturally. You will have to move very quickly, because if you will get pinned down for too long, they will be able to just lockdown a section and suck out the air. As I suggested before, release some prisoners on the way to put extra bodies between you and the guns. But be aware - there are quake bombs located under the prison. If prison will be overrun by prisoners, no one will get out as it will implode. Deiron is located in cell HiSe-7893. Be careful, it's the High Security wing and it's quite far away, could be up to 5km, so I would suggest to hijack prison tram. Once you locate him, you'll have to proceed to block MT-4, it's a maintenance block where you will find hatches into the geothermic ventilation tunnels. Through there you will be able to ascend onto the moon surface without raising an alarm. From there on you will have to march 218 km to the LZ or 489 km to the secondary LZ. If you will be followed, I will not be able to pick you up. If there would be some reason to contact me during the mission, you can reach me on channel zeta-2-omicron. I will not be able to reply to you without blowing my cover(I will join the hunt to track you down), but I will know where NOT to look for you. Also, use psychic powers only as a last resort. Whole place is a single huge anti-psychic ward, you could as much as telekinetically lift a hair and your mind could be trapped forever in the warp. But it's not everwhere the same, in less guarded areas it should be ok. This is all I could get for you, I would have liked to be of more help. Sleep tight, marine, you'll need strength soon.

With a hiss your pod doors close and stasis field activates. With a flash your mind goes blank.

Sounds. Lights. Everything's a blurr. A stream of sensations rush into your nerves. There is a loud bang and you are falling. You have no idea what is happening.+++Three players please roll 1d100 each for three statistics - Willpower, Toughness, Perception.

Do you want to do anything with your body even if you have no perception of your surroundings? It could either save your life or kill you...

+++

Game will start around 9 pm GMT. Wiki: http://chapterquest.wikia.com/wiki/Chapter_Quest_WikiChat: http://client00.chat.mibbit.com/?channel=%23RisingSons&server=irc.Rizon.net

>>31387816You managed to force yourself out of stupor induced by the stasis through sheer force of will.>>31387854Your muscles barely react to impulses sent by your brain, even for an inhuman Astartes body quick actions seconds after being awakened from stasis take a toll.>>31387891However your senses are still confused, colours and shapes are mixing with each other and you are still effectively blind...>>31388221>>31388264You try to grab onto something, your hand scratches at the flat, glassy surface of the pod hatch and you fail to hold on to it. A second later, you realise, that you are in the state of free fall. However because of your lack of vision you can't really see where you are falling.

You may roll Acrobatics[Agility] to try to land on your feet(d100) or roll your luck hoping you land well(d100). First roll will be taken, less is better.

>>31389338+Agility 44+Acrobatics(+0)+Roll 89+Failure: 45=========Chapter Master tries to gracefully land on his feet, but he falls head-first on top of a cogitator terminal from 10 meters height. He smashes through the machine, splitting the metal table it stand on in two. You regain your senses on the ground as realise that you are in a pool of blood. You look around and notice that it's not yours - you've crushed two prison serfs that must have been monitoring the life-signs of the numerous stasis pods that are hanging on metal railings on the ceiling of the holding area. However not all of this blood is theirs. A long sharp pieces of metal has penetrated your left shoulder. You lose 1d10% Health.

A moment later, other pods start popping open and Void Squad marines start falling out of them. Roll d100 for their "wake up".

>>31389592The rest of your team land on the iron floor like cats, it seems that your Shadow Guard trained them well. Argos immediately runs towards you and helps you to stand up from the debris while the rest of the Void Squad use their bare hands to silence forever three other serfs who were doing maintenance duties in the holding area.>Are you ok, milord? What are our orders?+++You have a scratch or two: 96%Regenerating 1% per hourUnarmedPrison guards are unaware of you.

>>31389795+Survival skill(untrained - divide by 2)+Intelligence 47:2=24+Roll 39+Failure 15===You search the bodies of killed serfs, but all you managed to find are d3 laspistols. Not something you could use to break through half a kilometre of armed prison guards and combat servitors. You are starting to get a bad feeling about this mission.>>31389829Unfortunately their armour is not suitable for your body size and it's not great even when compared with other flak jackets.

>>31389911Only duty manager was armed with a laspistol. Who should wield it? Brother Filar is very accurate with pistols(Marksmanship 55), but it's a tradition in all armies since the beginning of time for superior officer to be armed in case of weapon shortage, so you would probably lose prestige in their eyes. What is your decision?>>31389849If you wish to proceed to EVD-11, please roll d100 and give me instructions on how exactly you will do it. +++There are two other doors (apart from EVD) out of the holding area, one to ARM block(armoury), another to STP area(starport).

Sorry for delay, here's the rough map that eisenhorn gave you. Bear in mind that it is not 100% accurate and green lines are showing only the main arteries.>>31390090>>31390114You proceed towards the EVD-11 at full speed, however you are interrupted a few times by the groups of armed guards rushing past you towards the armoury.You are lucky enough that these old, not very well lit tunnels are excellent for hiding. However when you are almost at the door of your target, you reach first real obstacle - the corridor crossroad ahead of you is guarded by a squad of Imperial guardsmen in Inquisitorial white armour. There are 2d10 of them and they are armed with lasguns. They have not noticed you yet. Armoury is less than 100 meters away from here, if you would try to look for alternative route it could take you up to ten times that distance to find a way around. Will you take the risk?+++You have no found any cells along the way so far.

>>31390700I propose Filar takes a shot at them and he and 4 other marines run away, leading the guardsmen off, then the rest of us break into EVD-11 and kill the guardsmen from behind, then Filar and the other 4 come back and we all armour up.

>>31390762Please be aware that lasguns harm even space marines if they are unarmoured and massed volley would be enough to kill one. Whatever you decide, please roll d100 for your attack if you rush or d100 for tactics if you plan to distract them and then surround them. there are 8 guardsmen.

>>31390905>>31390911>>31390949>>31390952>>31390955>>31390969It's a tie, 3 in favour of rush, 3 in favour of tactics. Please decide. Once you do, i'll take average of first 3 rolls. Also, you have been watching guards for a few minutes now, all they do is check ID's of those few serfs that pass through, otherwise they look bored. Sergeant has a radio, sometimes he uses it to speak with other units.

>>31391040>Sergeant has a radio, sometimes he uses it to speak with other units.If we find something heavy around us we can take out the seargant with a strong throw to his head, maybe some of the guardsmen as well, once that's done we can rush the restGood idea?

>>31391081>once that's done we can rush the restgetting shit thrown at them really hard out of nowhere should make rushing easier as well due to the confusion, especially if we take out their sergeant and they have no leader

>>31391081There are a few pipes sticking out of the tunnel walls. You could rip one of those out and then throw it. If you do, please roll 2d100. 1st is for the stealth(not to raise sound and lose suprise effect), 2nd is secret.

>>31391182The noise from ripping the pipe off the wall is horrendous, guardsmen hear it immediately.>>31391209I am afraid I can't take this roll due to the fact that I stated that only 1st roll will be taken for stealth.>>31391210Critical success 1 - secret roll is revealed as Intelligence: Choosing the right pipe (not getting electrocuted or something).+++As you rip away the pipe, you notice, that by it's side there is a promethium pipeline. As you have already attraced guards' attention, you quickly turn the pipe at them and smash the valve, soaking them in fuel. As sergeant lifts his radio up to report you, Filar fires laspistol straight into his mouth, igniting the promethium and setting whole squad on fire. You quickly jam the pipeline so that fire wouldn't get in and quickly run with the rest of your men towards EVD-11. Behind you tunnel is shaken by an explosion, caving in the way behind you for any possible pursuit company. Argos laughs:>Quick thinking, Chapter Master! Even if they will suspect, that it was something more than just a simple promethium leak, it will take them at least a few hours to clear the rubble!In front of you appears the armoured hatch into the evidence holds. It is tight shut, but there seems to be a cogitator by the side.

You may also roll awareness(d100)>>31391230>>31391215please read my instructions in the future, 1 roll per person. Also, rush/tactics roll is invalidated by the critical.

>>31391591+Perception 47 +Awareness +1+Roll 29+Success 19============You notice that there is a maintenance hatch in the ceiling. It's too tight for a space marine to squeeze through, but you find alarm wires in there, if you would dismantle those, opening the door(even with brute force) wouldn't trigger the alarm. Failure would have no effect, unless critical. [Tech-Use +10 test]

If you want, you might try to convinve the cogitators machine spirit that you are allowed to enter this portal, but this will be challenging[Tech-Use -10].

You may try to simply brute-force the machine spirit into opening the door for you, but it will trigger the alarm[Tech-Use +0]. Last two tests in the case of failure would activate alarm that would summon Rapid Response Team.

Unarmed, you stand no chance of brute forcing the steel door by yourselves.

>>31391710>>31391695Please roll d100 and add 1 corruption point. You have 12% chance of recovering enough of his brain for this task. Then please roll d100 Intelligence to see whether you acquired any knowledge. Password might be there.

>>31391894You have no idea what are they really for, so you leave them alone.>>31391961+Intelligence 47:2(+30)(-10)=44+Tech-Use(untrained) divide by 2+Virus(+30)+Roll 72+Failure 28===============Your attempts to open the door trigger the machine spirit and the sirens just around the corner start wailing. Mechanical voice exclaims:>Alert! Security compromised! All squads converge on EVD-11 northern entrance! Alert!

>>31392367You managed to successfully convert it into an improvised grenade. You think it could be strong enough to destroy the cogitator. Would it open the gate? You have no idea. It might just be strong enough to burn through the lock mechanism. if you just put it by the side, chance is 5%. If somebody would be holding it and effectively would make it into a shaped charge, there would be 65% of this succeeding. But that would most likely prove fatal or at least very seriously wounding to marine holding it. As you discuss there options Argos turns to you and exclaims:>We are ready to make the sacrifice if neccessary. Just pick one of us. We are your sons!>>31392445Welcome, Farnsworth! I hope you'll get back your job soon, but meanwhile you are welcome to play with us.

>>31392617You will have to get 4 more votes for that to happen.>>31392658Possible, but as Eisenhorn warned you not to use psychic powers, might be dangerous. If 3 more people will agree, you can take the risk. The plan could work.>>31392668That could work, but with same restrictions as to post above. 4 votes in total would be needed.>>31392727You don't know and there is only one way to find out.+++what do you do?also, CM regenerates to 95% HP

>>31392828That would require a strong force to secure the charge. Even helmet would barely do it. Best bet would a thick sheet of metal, supported by a marine or two, but that would still probably wouldn't be enough.

No other power packs are available, they got buried under the rubble and even those that you dug up are damaged by intense heat that made it impossible to use them without risking it exploding in your fingers.

Brother Darew comes back from his rearguard position:>They are coming, a transporter, probably modified Chimera, two dozens of troopers with it, I think I've noticed an autocannon mounted on top. We have to act quickly.Argos turns to you:>Milord, it's either now or never! Why are you hesitating!? You said it yourself, we wouldn't be here if not for your kindness to use the Iron Warriors seed you found! Give us the order!You see that he is getting frustrated and the Void Squad is getting twitchy.

>>31393517>>31393550Please roll up to 5d10 of psychic power. Every 5+ roll triggers a ward. You need to gather 6 power to weld the helmet to the door. Perils of the warp are not a threat here due to the warded premises.>>31393564Brother Hull, hulking marine, bigger even than Brethorius, steps forward.>I was born to volunteer, milord. Who hasn't tried taking a hot steak straight out of the oven? It won't be much different, will it? Some fire, some burns, but I'll be ok. Let me try this.

If you want him to do this, roll d100, with a piece of metal from the maintenance hatch or with a boulder between him and charge pack Hull has 85% chance of burning through the lock.

If you just want to try blind luck, you can try burning unsecured charge pack, 25%.

If you weld the helmet, it will add +30% to either option.

You can still run if you wish. But that would mean leaving your vital equipment behind and almost certain death...

>>31393904>>31393937As you release warp power from your finger tips, you feel threads of light appearing out of nowhere and trapping your mind in a web of runes and strange glyphs. Strength of Weakening Ward [20], roll Willpower to resist it.

Despite the ward, you have finished your work and Argos drags you away while Brother Hull jogs forward with a sheet of metal as his shield, like a hoplite of ancient battlefields. Instead of a spear he holds makeshift remote for the welded charge pack. He turns towards your group and roars:>Glory!And then slams into the door with all of his strength, while clicking the detonator. Bang in the closed space is so loud that you have no doubt that some of the men pursuing you will probably go deaf. With a flash of light Brother hull disappears in the maelstorm of fire and smoke and a moment later flies of there and crashes like a rag doll at the opposite wall. Despite the ward clouding your mind, your hear Argos shouting:>Breached! We are through! Inside, quickly! Weapons first, armour later! We must prepare! Someone drag in the Chapter Master... I think he's unconscious. He completely lost it... And check if we can harvest Hull's geneseed, he deserves at least that much! Glory to our Brother!>Glory!Reply others.

>>31394357Suddenly you hear a loud roar from behind you:>Fuck off, Lakentos! I ain't dead yet! I told you that I could take steaks out of fire with my bare hands, did I! Lakentos, I told you to fuck off! DAMN! It HURTS! Better go look for my arm! NO GRAVE SHALL TAKE ME, DAMMIT!

>>31394413Not so fast! Hull is alive, however he is at 25% of his health and has lost his left arm(the one he used to slam the blastwave). Also he is REALLY pissed off.>>31394426>>31394437>>31394503I gave you a set time limit to resolve this situation, afterwards I took first initiative that wasn't completely suicidal. It seems it turned out for the better and got you through the gate.>>31394582Ward 20 - Willpower 53 + roll 47 = 14You receive -14 to all of your rolls for the next d10 hours. You suspect that this ward might have warned any psykers present that your party is here.+++In the evidence room you find your power armour suits neatly ordered in rows and all of your weapon lying on tables. You break the locks to ammunition lockers and soon you force becomes a proper marine squad. And then you notice the "little gift" Eisenhorn left you...